Idea Could farms and levels popularize and evolve Raid?

Owner

I've realized a lot of factions servers are popular, not because people play them, but because they AFK them. I was thinking how we could encourage more AFK on Raid as it is anti-AFK by nature from tracking.

The two ideas I had revolve around farming, maybe mining as well.

Farming is a natural mechanic that introduces a need to AFK the chunks and to log on daily. This is something that Raid could really benefit from. If people have spare cash it would encourage them to PvP more or engage in a new Team Balance Top mechanic.

#1 Farm Economy
This idea encourages farming by making it more profitable to make above ground farms. The main item could be chosen based on the map, for example, sugar cane could be for map 8. You would be able to sell all farm items to a server/admin shop that pays a static amount. The main item would be worth the most.

If anyone has played our old Wild West server, there could be elements of the drugs brought in. Maybe the farm sell signs are at the KOTHs, so you have to risk your life. Also, the KOTH could be claimed which would provide the team a tax on all sold items that week (probably shouldn't make the rich richer though).

This could even make the server more competitive and encourage PvP as teams would fight over farms, or make alliances, to become the top.

#2 Skill Leveling like mcMMO
I'm sure everyone has heard of mcMMO. I feel like we never used it because it gives away items and is known to make older players more over powered. However, I think the grinding mechanic is awesome and encourages people to keep going when it comes to farming and mining. It is fun to advance and see how far you can get.

We can either tweak mcMMO or introduce our own skill leveling system. If we use mcMMO, I would propose that rewards are greatly nerfed and that all combat related skills are removed.

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Let me know your thoughts on the both of these. If you have additional ideas I would love to hear them. What do you think Raid could add to encourage more AFK and playtime?

Lifetime ELITE

#1 Farm Economy
This idea encourages farming by making it more profitable to make above ground farms. The main item could be chosen based on the map, for example, sugar cane could be for map 8. You would be able to sell all farm items to a server/admin shop that pays a static amount. The main item would be worth the most.

If anyone has played our old Wild West server, there could be elements of the drugs brought in. Maybe the farm sell signs are at the KOTHs, so you have to risk your life. Also, the KOTH could be claimed which would provide the team a tax on all sold items that week (probably shouldn't make the rich richer though).

This could even make the server more competitive and encourage PvP as teams would fight over farms, or make alliances, to become the top.

Click to expand...

With tracking this would not work out. It is already now really cancerous when Teams like Breach track your afk warps all day. also you can already now convert farmables via villagers who sell OP enchanted books into Gold so to a certain extent thats already a Thing.

#2 Skill Leveling like mcMMO
I'm sure everyone has heard of mcMMO. I feel like we never used it because it gives away items and is known to make older players more over powered. However, I think the grinding mechanic is awesome and encourages people to keep going when it comes to farming and mining. It is fun to advance and see how far you can get.

We can either tweak mcMMO or introduce our own skill leveling system. If we use mcMMO, I would propose that rewards are greatly nerfed and that all combat related skills are removed.

Click to expand...

I would somewhat like this. I just dont know how many other Players would react on it.

There's plenty of neat AFK warps you can make in the base game that can make you richer. The problem is that it's trivial for any joe shmoe to find it and ruin however many hours of work you put into it. I really would've liked the freedom to build the AFKs that I wanted to.

One idea I had is for players to each have an unraidable area where they can build whatever they want. The items that they can store would be restricted so that they couldn't make a bank. They'd be able to pay gold to increase the size of the area & maybe the type of blocks they can place. Even though it wouldn't be an unraidable bank, it still does kind of contradict the name of the server, but I still would've liked it.

Some examples of what people would build: redstone contraptions, farms, villager breeding/trading

Lifetime ELITE

There's plenty of neat AFK warps you can make in the base game that can make you richer. The problem is that it's trivial for any joe shmoe to find it and ruin however many hours of work you put into it. I really would've liked the freedom to build the AFKs that I wanted to.

One idea I had is for players to each have an unraidable area where they can build whatever they want. The items that they can store would be restricted so that they couldn't make a bank. They'd be able to pay gold to increase the size of the area & maybe the type of blocks they can place. Even though it wouldn't be an unraidable bank, it still does kind of contradict the name of the server, but I still would've liked it.

Some examples of what people would build: redstone contraptions, farms, villager breeding/trading

Click to expand...

I thought about that alot recently when i built an iron golem farm. I would like it as well but it would be more of a concept for a seperate server it doesnt really fit in the concept of raid

@chickenputty what you could do though is a gamespeed Booster for raid lol. It would make animals, villagers and farms grow and breed faster furnaces melt faster and all that other randomtickspeed dependant stuff

Also updating raid to at least like 1.12 would be intresting to see (of Course with keeping the 1.8 hitcooldown)

Same for custome Biomes as we were promised like 2 Maps ago. I know it failed but why not Experiment more with it. I think that would be one of the coolest addidions possible to make and give raid a Fresh touch.

but idk Maybe all of that should be a seperate "SurvialPvP" and not "Raid" server

One idea I had is for players to each have an unraidable area where they can build whatever they want. The items that they can store would be restricted so that they couldn't make a bank. They'd be able to pay gold to increase the size of the area & maybe the type of blocks they can place. Even though it wouldn't be an unraidable bank, it still does kind of contradict the name of the server, but I still would've liked it.

Click to expand...

I kinda like this, maybe instead of a unraidable base maybe an untrackable base

Lifetime ELITE

This idea encourages farming by making it more profitable to make above ground farms. The main item could be chosen based on the map, for example, sugar cane could be for map 8. You would be able to sell all farm items to a server/admin shop that pays a static amount. The main item would be worth the most.

Click to expand...

I think this could be a good idea but maybe not as powerful as it seems. Like maybe have the static amount be low number of gold because of how easy it is to get items like sugar cane. Definitely could be a great addition to raid with the right tweaks added to it though.

We can either tweak mcMMO or introduce our own skill leveling system. If we use mcMMO, I would propose that rewards are greatly nerfed and that all combat related skills are removed.

Click to expand...

Although, it could potentially be a good idea I think it is a step in the right direction for potentially getting more people active. But I do think that with this idea of the skill leveling to not use mcMMO and create brawl's own plug in for this. This would allow people who are new to the game mode to potentially have a better start and could keep them coming back to raid because of this. With brawl making its own plugin, it would be more within the lines of the raid game mode and not a factions server. With some tweaks to it, I think this could be really good for raid.

I think both these ideas, if added into raid, would need to be implemented on to Map 9. My reason for this is because some teams use farms but from what I understand a lot do not. So, having this implemented could have some unfair advantages. Also, the new changes could interest many new people and with waiting for Map 9 could increase player activity in it because of the excitement about it.

Wiki TeamLifetime ELITE

It would introduce insane amounts of inflation. Wonky things happen when you set the price of anything as fixed (and higher than they would normally go for).

I’d abuse a farm in the following way:

1) Find a skeleton spawner, and make an AFK farm using dogs to kill the skeletons
2) Collect the XP and bones
3) Build a farm around it
4) Make bonemeal from the bones, and bonemeal whatever I can
5) Sell farmables to shop
6) PROFIT!!!!
7) If my setup gets raided, find another skeleton spawner

Skill leveling: also no, but can work with a modification.

Straight up leveling makes older players more OP than they already are. The point is to make the mode easier, not harder, for them. An alternative would be to give more loot at the lower levels and less (eventually none) at the higher ones. This gives early players/early game a boost and keeps people on the server for longer.

I meant everything that hockey said (cant bank stuff here so u cant use it as a actual unraidable vault) and it cant be underground so the only way to find this "untrackable base" is to randomly see it on the surface. it will basically be an afk/farm

Moderator

One idea I had is for players to each have an unraidable area where they can build whatever they want.

Click to expand...

What happens if someone needs to make a tracker through this unraidable zone? What if I rail in a minecart chest of items I added outside of restrictions? Seems easy to abuse. Also this is quite literally plot claiming, not very Vanilla IMO. Though, to keep people on, maybe OUTSIDE boarder, make no mobs spawn or breed, no plants grow, etc, you use gold to buy an area to make cool bases. That small change would put me on board with your idea.

This gives early players/early game a boost and keeps people on the server for longer.

Click to expand...

I would be OK with this as long as it is an extremely steep curve. It could be abused by players using alts, so I think 'level up' should be permanent, not reset after maps. In reality, once someone plays, they'll play at SOTW (or near it) for next map they like the server, so won't need the mid-map boost. Activate 3 weeks into the map (end of week 2).
I like this idea with these small conditions.

What happens if someone needs to make a tracker through this unraidable zone? What if I rail in a minecart chest of items I added outside of restrictions? Seems easy to abuse. Also this is quite literally plot claiming, not very Vanilla IMO.

Click to expand...

I was thinking it would be underground boxes that the player is teleported into that are outside the normal playable area. I don't think these two concerns apply in that case.

Though, to keep people on, maybe OUTSIDE boarder, make no mobs spawn or breed, no plants grow, etc, you use gold to buy an area to make cool bases. That small change would put me on board with your idea.

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